void myelineManagement() { if (on_myeline && currentMyeline != null) { timer_myeline += Time.deltaTime; if (timer_myeline >= duration_myeline) { currentMyeline.destroy(); on_myeline = false; currentMyeline = null; } } if (is_inactive) { timer_inactive += Time.deltaTime; if (timer_inactive >= duration_inactive) { is_inactive = false; } } }
void stayOnMyeline(GameObject o) { on_myeline = true; timer_myeline = 0; currentMyeline = o.GetComponent <Myeline>(); is_inactive = true; timer_inactive = 0; }
private void Initialize() { float angle = Random.Range(0f, 360.0f); this.speed = new Vector2(speed_norm, 0.0f); this.speed = this.speed.Rotate(angle); is_agressive = true; timer_myeline = 0; on_myeline = false; currentMyeline = null; timer_inactive = 0; is_inactive = false; }